1dc06b4553e7abbfaa8966f8990f3d0e5ace0e7f
- set the resolution of the shadow map; it calls dirty() to re-initialize at next update - keep a list of Shader objects to use instead of the default ones, if the list is empty, the default shaders are used - explicitly create the Uniform variables, so that subsequent additions that require more Uniforms can put them in a central place - set a Light or LightSource to use explicitly for shadow casting, allows multiple lights in the scene, with one casting shadows There are two additions that do not ( yet ) function correctly, but in the present usage they do not interfere with the regular usage of the techique: - support for using spotlights, it's using Light.spotCutoff to determine if it's a spot-light and not point-light, there is an error in the setup of either the shadow camera or the texgen, most likely due to the direction of the spotlight, since the position is being used just like in point or directional lights. - creation of a debugHUD the hud is created properly, ( the example included shows it ), but it displays only white, there has been some discussion of displaying the shadow map, but I could not find it, the addition of a simple fragment shader with the appropriate color transform should get this going."
Welcome to the OpenSceneGraph (OSG).
For up-to-date information on the project, in-depth details on how to
compile and run libraries and examples, see the documentation on the
OpenSceneGraph website:
http://www.openscenegraph.org
For the impatient, read the simplified build notes below.
Robert Osfield.
Project Lead.
1st October 2007.
--
How to build the OpenSceneGraph
===============================
The OpenSceneGraph uses the CMake build system to generate a
platform-specific build environment. CMake reads the CMakeLists.txt
files that you'll find throughout the OpenSceneGraph directories,
checks for installed dependenciesand then generates the appropriate
build system.
If you don't already have CMake installed on your system you can grab
it from http://www.cmake.org, use version 2.4.6 or later. Details on the
OpenSceneGraph's CMake build can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
use the cmake or ccmake command-line utils, or use the included tiny
configure script that'll run cmake for you. The configure script
simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
get the best performance from your final libraries/applications.
cd OpenSceneGraph
./configure
make
sudo make install
Alternatively, you can create an out-of-source build directory and run
cmake or ccmake from there. The advantage to this approach is that the
temporary files created by CMake won't clutter the OpenSceneGraph
source directory, and also makes it possible to have multiple
independent build targets by creating multiple build directories. In a
directory alongside the OpenSceneGraph use:
mkdir build
cd build
cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release
make
sudo make install
Under Windows use the GUI tool CMakeSetup to build your VisualStudio
files. The following page on our wiki dedicated to the CMake build
system should help guide you through the process:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
Under OSX you can either use the CMake build system above, or use the
Xcode projects that you will find in the OpenSceneGraph/Xcode
directory.
For further details on compilation, installation and platform-specific
information read "Getting Started" guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
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